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Mobs: Fix crash when mob dies to fall or light dmg

This commit is contained in:
Wuzzy 2020-04-12 23:11:18 +02:00
parent 081366855d
commit 1db34821a0
1 changed files with 13 additions and 4 deletions

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@ -758,6 +758,7 @@ local do_env_damage = function(self)
end
-- Deal light damage to mob, returns true if mob died
local deal_light_damage = function(self, pos, damage)
if not (mod_weather and (mcl_weather.rain.raining or mcl_weather.state == "snow") and mcl_weather.is_outdoor(pos)) then
self.health = self.health - damage
@ -772,14 +773,18 @@ local do_env_damage = function(self)
-- bright light harms mob
if self.light_damage ~= 0 and (minetest.get_node_light(pos) or 0) > 12 then
deal_light_damage(self, pos, self.light_damage)
if deal_light_damage(self, pos, self.light_damage) then
return true
end
end
local _, dim = nil, "overworld"
if mod_worlds then
_, dim = mcl_worlds.y_to_layer(pos.y)
end
if self.sunlight_damage ~= 0 and (minetest.get_node_light(pos) or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
deal_light_damage(self, pos, self.sunlight_damage)
if deal_light_damage(self, pos, self.sunlight_damage) then
return true
end
end
local y_level = self.collisionbox[2]
@ -2492,6 +2497,7 @@ end
-- falling and fall damage
-- returns true if mob died
local falling = function(self, pos)
if self.fly then
@ -2556,7 +2562,7 @@ local falling = function(self, pos)
effect(pos, 5, "tnt_smoke.png", 1, 2, 2, nil)
if check_for_death(self, "fall", {type = "fall"}) then
return
return true
end
end
end
@ -3082,7 +3088,10 @@ local mob_step = function(self, dtime)
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
falling(self, pos)
if falling(self, pos) then
-- Return if mob died after falling
return
end
-- smooth rotation by ThomasMonroe314